DM Tips v.1

I’m still working diligently on a couple of projects that aren’t quite ready for release just yet… but I haven’t posted in a while, so I thought I would drop a quick post with some of the DM tips and thoughts I tweeted in the past three years. This isn’t an exhaustive list or tip archive – though I should do better at keeping one of those – but it is a pretty good representation of where my brain was at while prepping and discussing Dungeons and Dragons these past 3 years. So without further ado, some DM Tips:

On DM Descriptions

Even if using a map with a grid for your game, never count squares, just eyeball it and give the players some slack.

Try to describe what the PCs see, but ALSO add in the smells in the air, the humidity level, the sounds they hear, the feel of the floor they walk on, and the taste of the air they are breathing.

On Players Describing Scenes

Early in the campaign ask your players to describe a scene they would find challenging and epic; make part of it a common theme; have them encounter it in the campaign – even in the final chapter.

At the START of the session remind your players to use their bonds and flaws – then be GENEROUS with inspiration chips!

On Villains

Make your villains act like people you don’t like in real life; they’ll be realistic and you won’t mind when the PCs defeat them.

Pro Tip: DO NOT use the person’s real name as the name of the NPC.

On Reading other RPGs

Read the books from RPGs other than Dungeons and Dragons; I often glean nuggets of wisdom to use in my primary #dnd game.

I frequently read RPG articles and books that have nothing to do with my current campaign, not to find direct alternative rules for my #dnd game, but rather because it provides different ways of setting tone and informing play.

On the Main Skill of a DM

The TRUE skill of a #dnd DM is to handle the damage the players do to their plans and make it look like it was part of their plan all along. It’s actually the most important skill, not rules knowledge, not math, not knowing PC abilities, but dealing with unexpected player choices.

As a DM you do not have to know 100% of ALL rules. You need to know the basics and be able to make judgement calls about the rest. Putting pressure on yourself to know all the rules all the time is the fast train to burnoutsville. Relax. You’ll learn them. Have fun.

On Monsters in the Environment

Regarding Natural Ecology of Monsters in #dnd – think about how NPCs might perceive creatures… e.g. an unpopular nature opinion that is just an altered perception about the world we live in: Moths are just misunderstood butterflies, Mice are cute mini-raccoons, Bats are just mice with wings, Snakes and Spiders are your friends, Mushrooms are neato, but not for eating. How would a forest animal perceive that Troll?

On DMing Helping to Develop Life Skills

DMing will help you gain confidence in other aspects of your life – Absolutely! Confidence I had to muster for DMing helped me have confidence in ‘real life’ too!

One of the things I love about #rpg games (#dnd) is that they helped me develop critical thinking skills through in-game problem solving. Being able to test things without creating real-life bad consequences is a wonderful thing. As a Professor I can tell you that those skills are in short supply in my students – I am positive that if most of my students played #rpg games, including the incredibly popular #dnd they would have much better problem solving abilities, critical thinking skills… And don’t forget reading comprehension and follow-through, and an improved vocabulary.

On Using Things from One Edition in Another Edition

So – ya’ll know that you can use the concept of bonds, flaws, ideals, and the generic background tables for your 1e, 2e, 3e, & 4e #dnd games too, right? It’s not just for 5e, but any other fantasy game where you need some quick inspiration during PC creation.

On Music While Gaming

If you want to play music during your game ask your players if they mind BEFORE you spend all of your time planning out a whole session’s playlist. For some, background noise makes it hard to hear, concentrate, and/or make decisions very well. Yeah, I have a hard time with it – to the point of distraction and less engagement. And the last thing I want is to be LESS engaged when I play or GM.

On Ensuring Safe Spaces

It is important to make sure that every player in the game safe and secure. If someone is exhibiting bad behavior, it is important to recognize it and make it known that it is not acceptable at your table. It’s human to fail at that to some extent. We are flawed & as gregarious creatures we form loyalties easily & group ourselves into tribes. It’s hard when a close member of our tribe exhibits behavior we don’t like or understand. Sometimes we don’t even see it because it’s painful.

On Disappointing Your Players

The only way you will disappoint your #dnd players is if you don’t show up. That’s it – otherwise they will be not-disappointed, no matter how poorly you *think* the session you ran went, they won’t actually be disappointed.

On Moving Forward After a TPK

After the TPK: #dnd player’s choice… Ask them if they want to continue, same setting, same time but with diff PCs, or if they want to start a new campaign later in same setting in which they are ‘fixing’ things that happened as consequence for last group failing, or an entirely new campaign.

On Perception of Evil

Point of View Matters. A neutral creature/artifact will make good aligned choices & allies if seen from evil POV. The same neutral creature/artifact will make evil aligned choices & allies if seen from good POV. DMs can use this to build flavor & confusion.

On Passive Checks

Passive checks are a tool for the DM not the player. Example: if a PC has a high intelligence use a passive INT score to figure out if that PC puts something together based on subtle clues, tell ONLY that player what the PC figured out, that player then tells the group.

On Making the Setting Feel Realistic

To make a city/town/castle society more real make a FEW rules about social behavior in the game; e.g. No one walks in front of the Queen – but give them big consequences! Then cause PCs to inadvertently break rules & find out consequences or witness someone doing same.

On Helping the Players Practice Teamwork

Make sure that once the players decide on a course of action the PCs are all rowing in the same direction. Find out for sure by asking the player what PC’s immediate goal is. If they are going against the grain the other PCs will correct it for you.

On New Players at Your Table

If you have new players at the table, it is entirely appropriate as a #dnd DM to HELP THEM make a plan and OFFER the in-world knowledge the PCs would have… Be a fan of the PCs and help the players = good DMing.

That’s all for me for now – look for a new post in the near future about two projects I am working on. Until then, I wish you good gaming!

~DMSamuel

This post was brought to you by my newest Patreon Supporters, Symatt and SlyFlourish! Thank you so much for supporting my efforts! I also want to thank Enrique BertranJon-Paul Dumont, Leonard Pelletier, and Rich Green for their continued support! If you would like to support the site, please visit my page at Patreon.com/RPGMusings.

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